Reviews:
IndieGames Blog
Appolicious
iFanzine
Games Radar
Below are links to some reviews of Quietus when it was released for PC:
JayIsGames
IndieGames Blog
DIYGamer
Kotaku AU
Bytejacker (voted the winner in the Free Indie Rapidfire)
AV Club
E4
Canard PC
Game Polisher Radio
FlashPunk
Just to let you all know, I will be doing quite a bit of development for iOS in the future. My next several games should be fully playable on iOS devices, and the controls schemes will be tailored for one-touch play. I hope you enjoy Quietus for the App Store as much as it was loved for PC, and I hope it keeps you coming back for Quietus II when it hits for computer and mobile platforms!


How come of all of a sudden people are able to get games made with FlashPunk into an app. I saw someone mentioned developing for iDevices on the forum, too… iOS development intrigues me greatly.
Well the Adobe AIR 2.6 SDK was released just a couple of weeks ago, and it adds pretty well full support for iOS devices. Before that, though, there was just about nothing functional to go on, but now it’s really easy; you basically just run your program as an AIR project, package it as a .ipa file after you buy the Apple Developer tools, then submit to the app store.
That’s pretty sweet. Must be more complicated than it sounds.
It takes a bit of working around the edges with tutorials on the internet, but I’m sure you could get something working on it iDevices in a couple of days. You have to pay the $99 for the kit, but other than that you can do everything on a Windows computer (except for the actual upload… I asked Vieko, a friend online, to put it up for me)
Since I’ve been experimenting with Xcode and have had some problems, this route looks much easier. What you’re saying is I can write a game in FlashPunk, add the needed scripts and package in AIR and produce the needed files? Sounds simple(r).
I’ll be sure to look into it.
Good luck with the sales!
Yeah; I literally copy-pasted my Quietus code into an AIR project, swapped controls out to make it work using the mouse, and the rest was simply getting it to work with iTunes. And thank you!
Just wondering, how are the virtual keys placed on screen? I mean – flash version was already certainly hard. Wouldnt touchscreen controls make the game completable only by truly hardcore gamers?
Instead of actual keys, you press to put up a virtual joystick, and you drag in the direction you want to go. I eased up some of the levels, but it will still be pretty darn difficult, as it should be
Did you used Adobe Flash CS5 (with the Adobe AIR 2.6 SDK) to make this game?
I actually used FlashDevelop instead of Adobe Flash CS5; I don’t have the money for it, so I had to use a free alternative.
Cool! I wish I would learn on programming games for iOS… It’s very awesome!
If you need any help making flash run on iOS, I’d be happy to try and help you out. I’ve got a batch file or two that I could send you that would save you many a google search.
[...] released as a browser game nearly a year ago, Quietus has now made its way onto iPhone. Remember how tough it was? This version is even more difficult, mainly due to the odd touch-screen [...]
[...] released as a browser game nearly a year ago, Quietus has now made its way onto iPhone. Remember how tough it was? This version is even more difficult, mainly due to the odd touch-screen [...]
Hey Congratulation for the publishing of Quietus on iphone
it will be nice
But I have a question as I am going to develop something for the iPhone so I want links for the apple developer tools and some help tutorials
Basically, I did a lot of hunting around with Google, and I found a lot of places that can help you out. First of all, you’ll obviously need the Apple Developer toolkit, even though you won’t use XCode (if you’re doing this in Flash; I kinda assume you are, since I don’t know anything about how to do it otherwise haha)
http://developer.apple.com/
Then, you make a certificate signing request by using OpenSSL:
OpenSSL: http://www.openssl.org/related/binaries.html
Certificate Signing Request Tutorial: http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc-371badff126abc17b1f-8000.html
Here’s some other links to get you a bit farther:
http://www.adobe.com/devnet/logged_in/abansod_iphone.html
http://www.adobe.com/devnet/air/articles/ios_features_in_air26.html
This is probably the most important for me; it outlines (on about page 3) the whole workflow of how to get the whole thing running. This is using the iPhone Packager, not Adobe AIR 2.6, but almost all of the instructions for building and packaging are the same.
http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf
Searching for this for some time now – i guess luck is more advanced than search engines
Just saw the news after getting the link-back (DIYGamer), thanks for that and congrats on the iOS release!
[...] Originally released as a browser game nearly a year ago, Quietus has now made its way onto iPhone. Remember how tough it was? This version is even more difficult, mainly due to the odd touch-screen [...]